Iw4x Mw2 Bots

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Sear Sommerfeldt

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Aug 3, 2024, 5:52:19 PM8/3/24
to winthrifengpho

for some reason reason when i add 17 bots it slows down the aim of my weapon (but the game still runs at 60 fps), it looks really weird... but it only happens with 17 bots, when i add 12, the aim works like normal, and that only happens in MW2, MW3 runs perfectly with 17 bots

Sorry to ask abruptly, but will there be any Updates for Black Ops 1 and Black Ops 2??? Or have these games already been completed??? I ask because I loved your mod and it's the best there is, that's why me and everyone always ask if there will be updates, I hope you understand that this is good, it means that your mod is very important, it's like a famous person and their fans asking for autographs, you did what no one can do.

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Dude i edited them for myself. Using the Favela for experiments. Just changed some waypoints and their direction, and bots are now climbing ladders perfectly well. You can try this if you want. Anyone can change waypoints due to easy wp editor.

If that's the case wouldn't it be easier for the author to update the ladder waypoints when they made the improvements included in this update as opposed to people like me keep asking why the bots are not using ladders correctly? This particular issue isn't new.

Great update! The bots move like real players now! One issue im having is a major stutter/framedrop when there are bots on the map, ill be at 333 fps all smooth, ill add 11 bots, then my fps drops to 294 but it feels like its 30! Is there a fix? Thanks!

i'm just letting you know that there is a bug with seatown while playing CTF the bots can not go around the corner of the libary at the end of the map where the SAS flag is. they get stuck on the corner

I am also receiving this script compile error when starting the match, just after the map loading screen. I've reinstalled a couple of times, tried older versions of bot warfare but nothing solves this. Any suggestions on what might be causing this?

I've just managed to solve the script compile error by uninstalling the game, and instead downloading the FULL GAME from the IW4X site rather than using the steam version of the game. Mod is now working.

Make sure to check out comments, "IneedGames" commented that creating and playing on your own dedicated server removes the lag which I can confirm. But setting it up and change map and gamemodes all the time isnt comfortable

First things first; you want to load the game of your choice and load Bot Warfare. Then you need to set the DVAR 'bots_main_debug' to '1' before you load a map (use the console). Then load the map of your choice.

It will look something like this. As you can see, the controls are at the bottom of your screen.
In CoD4 and WaW, each primary button as a secondary button which you can press after pressing the primary. In MW2, there are no secondary buttons needed as all the primary buttons do the functions. (notifyOnPlayerCommand)

Types of waypoints:
any stance ('stand', 'crouch', 'prone') - bots will have this stance upon reaching this waypoint
grenade - bots will look at the angles you were looking at when you made the waypoint and throw a grenade from the waypoint
tube - bots will look at the angles you were looking at when you made the waypoint and switch to a launcher and fire
claymore - bots will look at the angles you were looking at when you made the waypoint and place a claymore or tactical insertion
camp ('crouch' waypoint with only one linked waypoint) - bots will look at the angles you were looking at when you made the waypoint and camp
climb - bots will look at the angles you were looking at when you made the waypoint and climb (use this for ladders and mantles)

You will need to link the waypoints so the bots know how to navigate the map. You can also unlink waypoints the same way. Deleting waypoints will unlink all waypoints that were connected to it just fine.

In WaW and CoD4, the data of the closest waypoint to you will be shown to you, the top portion shows what waypoints are linked to it, the middle is what waypoint number it is and the bottom will display what type of waypoint it is.
In MW2, the data is displayed on the top right of your screen.

Then move the .iwd file WinRAR created with the 'z_svr_bots.iwd' file.
CoD mods are loaded alphabetically, so any conflicting raw files inside .iwd archives will have the iwd with the highest alphabet ordered loaded.

Now you need to script it so that level.waypoints point to the array of stucts.
Here I checked to see if 'mapname' is "mp_nuketown", and if it was, I had level.waypoints equal the function we pasted into the script.

Now these are procedures, not functions, which means that they do not return anything back to the call. So I left out the 'level.waypoints = ' because level.waypoints was being created in the procedure.
I also renamed the 'load_waypoints' to 'mp_nuketown' to be more specific.

All in the main function, I first initialized level.waypoints, then after the procedure call, I had game["bots"]["waypoints"] equal level.waypoints.
In MW2, it has the ability to retain structs after a round, whereas CoD4 and WaW do not. This allows it to store the loaded waypoints so it does not have to load it again.

i've tried using this mod on cod4x but it just doesn't work for me, i don't know what i'm doing wrong, i followed the steps from the ReadMe file and it doesn't work for me, i can't even open the bot menu (yes, i did try running the mod directly in the game, but i just can't get it to work, i don't even get the prompt to press the buttons that open the bot menu like in IW5) i don't know what i'm doing wrong...

I recommend making the "follow teammate" behavior of the bots toggleable via DVAR (without also disabling camping). I disabled the follow behavior manually by editing the GSC files and I think it significantly improved the experience.

When bots follow their teammates, it makes them more likely to "clump" together and victim to easy kills. It also makes them more likely to occupy only one section of a map, which makes the rest of the map rarely used and leads to predictable gameplay. Perhaps it varies from game to game, but in MW3's maps I find that it's better with this behavior disabled.

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Dedicated servers and online play are all good and well, but what if you want to challenge your friends to some 1v1 on Rust, Intervention only? Or just have fun with them while messing around with bots? For this, IW4x enables you to create your own game for your friends to join in!

also you can use instead of allbots the id number of a player/ bot .. this way you can move it to another team ..
Example like this:
\forceteam 2 red (the one that has the Id 2 will be moved to red)

Ok, then this is a new variable that q3 original not had and excessiveplus adds. I have problems too with uie menus when start a manual play in team mode, bots begin in spectator mode too. Then I can't "fix" the problem withouth manual solution on console.

Ever year, I make a package with maps compilation for play in an anual campus lan. Past years we play q3+osp, teamarena+f4a, q3+cpma and next year I want to use an openarena server based in excessiveplus and save legal problems (we are about 30players and not all have a legal copy of q3a). The new compilation is almost ready and I uploaded it to megaupload for test. If do you like download tell me where can I paste links (I think this section isn't for that).

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